Demo Data from SIGIR 2026 / reviewers in the wild / expert
Zhonglei Yang
dblp:10/8222
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0001-0443-918XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Rendering · 30% Geometric modeling and processing · 30% Virtual and augmented reality · 30% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › 3d reconstruction
avatar reconstruction |
0.9 | 1 | 2025 | HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans · SIGGRAPH Asia 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans · SIGGRAPH Asia 2025 |
Virtual and augmented reality › avatar rendering
real-time avatar rendering |
0.9 | 1 | 2025 | HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans · SIGGRAPH Asia 2025 |
Methods — techniques the papers use, named apart from their topics
garment mesh extraction · 0.9GPU rendering · 0.93d gaussian splatting · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone ScansabstractWe present HRM2Avatar, a novel framework for creating high-fidelity avatars from monocular phone scans, which can be rendered and animated in real-time on mobile devices. Monocular capture with commodity smartphones provides a low-cost, pervasive alternative to studio-grade multi-camera rigs, making avatar digitization accessible to non-expert users. Reconstructing high-fidelity avatars from single-view video sequences poses significant challenges due to deficient visual and geometric data relative to multi-camera setups. To address these limitations, at the data level, our method leverages two types of data captured with smartphones: static pose sequences for detailed texture reconstruction and dynamic motion sequences for learning pose-dependent deformations and lighting changes. At the representation level, we employ a lightweight yet expressive representation to reconstruct high-fidelity digital humans from sparse monocular data. First, we extract explicit garment meshes from monocular data to model clothing deformations more effectively. Second, we attach illumination-aware Gaussians to the mesh surface, enabling high-fidelity rendering and capturing pose-dependent lighting changes. This representation efficiently learns high-resolution and dynamic information from our tailored monocular data, enabling the creation of detailed avatars. At the rendering level, real-time performance is critical for rendering and animating high-fidelity avatars in AR/VR, social gaming, and on-device creation, demanding sub-frame responsiveness. Our fully GPU-driven rendering pipeline delivers 120 FPS on mobile devices and 90 FPS on standalone VR devices at 2K resolution, over 2.7 × faster than representative mobile-engine baselines. Experiments show that HRM2Avatar delivers superior visual realism and real-time interactivity at high resolutions, outperforming state-of-the-art monocular methods. Shenghao Jia, Liangchao Zhu, Zhonglei Yang, Jinze Ma, Chaoyue Niu, Chengfei Lv |
SIGGRAPH Asia | 6 |
| 2011 | A New Foveation Ray Casting Approach for Real-Time Rendering of 3D ScenesabstractThis paper presents a real-time foveation rendering algorithm to simulate the gaze contingent vision of a 3Dscene. The novelty of our approach lies in two aspects, namely, an image-space adaptive sampling mask adhering to the Contrast Sensitivity Function (CSF) of the HVS, an image based multi-layer representation of the 3D scene constructed by depth peeling. We demonstrate high quality and performance of the proposed approach with a variety of examples, and provide comparisons with recent methods. Wei Chen 0001, Zhonglei Yang, Chuan Zhu, Qunsheng Peng 0001 |
CAD/Graphics | 3 |
| 2010 | Real-time foveation filtering using nonlinear Mipmap interpolation
Zhangye Wang, Zhonglei Yang, Wei Chen 0001, Qunsheng Peng 0001 |
Vis. Comput. | 4 |